Created Metaphors shares practical, down-to-earth guidance on creative writing and metaphor craft for readers across the UK.
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Sympathy is not the same thing as likeability. Some of the most durable characters in fiction are vain, petty, or frankly dangerous, and readers follow them for hundreds of pages without complaint. What holds attention is not virtue but coherence under pressure — the sense of a person being pulled in two directions at once, knowing that whatever they choose will cost them something.
If a character of yours feels thin on the page, the fix is rarely a tragic backstory bolted on from outside. It is usually that they want one thing, cleanly, and nothing inside them pushes back.
Start with two wants that cannot both be satisfied. Both must be legitimate, and both must matter. A retired teacher who craves the quiet she never had, yet cannot stop offering unsolicited advice to her neighbours. A young father who wants to be nothing like his own father, and who hears that man's sentences coming out of his mouth when he is tired.
The contradiction does not need to be dramatic. It needs to be structural, so that ordinary scenes force a choice. When you plot, ask of each significant moment: which desire does this serve, and which does it betray? If a scene serves neither, it is probably furniture.
A past that only explains is inert. A past that intrudes behaves like weather: it changes what the character can do in the present. The reader should feel the effect long before they understand the cause.
So instead of a summary of a difficult childhood, give us the flinch. The way she counts the cutlery before sitting down. The fact that he cannot be in a room with a raised voice and will leave a party mid-sentence, apparently without reason. Later, when the cause arrives, it lands on prepared ground.
Practically, this means you can hold information back. Trust the behaviour to carry meaning on its own. Readers are excellent at constructing explanations from detail, and the explanations they build are often more vivid than any you would write for them.
Vague habits — "she was tidy" — tell us almost nothing. Specific ones characterise in a single line. A man who irons his newspaper. A woman who reads the last page of a novel first and denies it. A teenager who texts her mother the same three words every night and cannot say why.
Habits also make physical description easier. Rather than inventorying a face, show the hands at rest, the way a person stands when they are lying. What a character does with their body is characterisation; what a character looks like is often just decoration.
Once you have given a character contradictory desires, an intrusive past and a set of habits, you have the conditions for a decision. Now step back and let the decision happen on the page.
Choose small stakes first. Whether to return a call. Whether to correct a stranger's mistake. Whether to pay for the coffee of the person ahead. Under pressure, small choices are exceptionally revealing, and they avoid the melodrama of a character being asked to be brave on cue.
Then cut the paragraph that tells us what it meant. Read the action again without the gloss. If the meaning survives, keep it bare. If it doesn't, the action was never doing its job, and no amount of explanation will mend it.
One further pleasure: let your characters misread themselves. A narrator who insists she is fine while throwing a cup across the kitchen is far more interesting than one who confesses accurately. The gap between what a person says about themselves and what they do is where readers lean in.
Metaphor has a role here too. The images a character reaches for reveal their world as surely as their actions do — a butcher describes grief in the language of meat, a sailor in the language of weather. Let their comparisons be drawn from what they know, and their inner life will feel inhabited rather than imposed.
Take a character you are stuck with and answer these honestly, in note form, before touching the draft:
Do that, and you will usually find you no longer need to convince the reader to care. Care is what happens when someone recognisable keeps choosing, badly or bravely, while we watch.
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